Webgl Journey: getting started with webgl

Source: Internet
Author: User

Although HTML5 has not yet been finalized yet, HTML5-based applications have blossomed everywhere on the Internet. As a result, webgl, which is composed of 3D rendering, has gradually moved away from the image of the dark girl show. Neither 3D developers nor those who grasp the technology development direction can avoid the impact of this new technology trend.

3D display in WebGIS currently uses a browser-specific 3D rendering plug-in for scenario display. The biggest problem with this method is that it cannot solve cross-platform performance. Of course, we should not mention it in mobile applications. Adobe Flash 3D once brought some expectations for this uniformity, but it is not expected that I will not support it in the future! This kind of hope is broken down, and the old helper's speech is based on the webgl standards developed by Apple, Google, appach, and other browsers. As an important part of HTML5, webgl combines JavaScript and OpenGL ES to provide hardware acceleration for 3D rendering of canvas labels in HTML5 by adding a javascript binding form of OpenGL ES.

As a set of JavaScript-based API interfaces, webgl's native interfaces are very low-level. It is very difficult to develop and debug them directly, however, in the computer field, there will always be a group of people going back to do this. At present, there have been many framework libraries to block these underlying interfaces, such as oak3d and tree. JS, c3dl, and so on. The emergence of these framework libraries has brought great news to high-level application developers.

Finally, Microsoft's IE does not currently support webgl, because webgl is the son of OpenGL, and OpenGL and his DirectX are famous for their lives and deaths, however, I believe Microsoft is still unable to cope with the trend of Web apps.

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